Files
mod-playerbots/src/strategy/actions/AcceptQuestAction.cpp
Yunfan Li 38912d4a8a Auto do quest feature (new rpg strategy) (#1034)
* New rpg startup speed up and refactor

* New rpg do quest

* Fix invalid height in quest poi

* Add quest accept and reward limitation

* New rpg quest improvement

* Organize quest log, reward quests and fix grind target

* Quest dropped statistic and remove redundant code

* Decrease grind relevance lower than loot

* Fix new rpg drop quest

* Go to reward quest instead of innkeeper when quest completed

* Fix incorrect logic in do quest reward

* Fix reset quests in factory

* Fix crash on grind target value

Co-authored-by: SaW <swerkhoven@outlook.com>

* Fix a minor error in DoCompletedQuest

* Let bots get rid of impossible quests faster

* Increase loot fluency (especially for caster)

* Remove seasonal quests from auto accept

* Enhance quest accept condition check

* Add questgiver check (limit acceptation of quest 7946)

* Questgiver check and localization

* Near npc fix

* Fix quest item report

* Add lowPriorityQuest set for quests can not be done

* Improve gameobjects loot

* Do complete quest

* FIx move far to teleport check

* Accept or reward quest from game objects

* Fix possible crash in rpg game objects

* Fix ChooseNpcOrGameObjectToInteract crash

---------

Co-authored-by: SaW <swerkhoven@outlook.com>
2025-03-14 21:31:33 +08:00

199 lines
5.3 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "AcceptQuestAction.h"
#include "Event.h"
#include "Playerbots.h"
bool AcceptAllQuestsAction::ProcessQuest(Quest const* quest, Object* questGiver)
{
if (!AcceptQuest(quest, questGiver->GetGUID())) return false;
auto text_quest = ChatHelper::FormatQuest(quest);
bot->PlayDistanceSound(620);
if (botAI->HasStrategy("debug quest", BotState::BOT_STATE_NON_COMBAT) || botAI->HasStrategy("debug rpg", BotState::BOT_STATE_COMBAT))
{
LOG_INFO("playerbots", "{} => Quest [{}] accepted", bot->GetName(), quest->GetTitle());
bot->Say("Quest [" + text_quest + "] accepted", LANG_UNIVERSAL);
}
return true;
}
bool AcceptQuestAction::Execute(Event event)
{
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
if (!requester)
return false;
Player* bot = botAI->GetBot();
uint64_t guid;
uint32 quest = 0;
std::string const text = event.getParam();
PlayerbotChatHandler ch(requester);
quest = ch.extractQuestId(text);
bool hasAccept = false;
if (event.getPacket().empty())
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
for (auto i = npcs.begin(); i != npcs.end(); i++)
{
Unit* unit = botAI->GetUnit(*i);
if (unit && quest && unit->hasQuest(quest))
{
guid = unit->GetGUID().GetRawValue();
break;
}
if (unit && text == "*" && bot->GetDistance(unit) <= INTERACTION_DISTANCE)
hasAccept |= QuestAction::ProcessQuests(unit);
}
GuidVector gos = AI_VALUE(GuidVector, "nearest game objects no los");
for (auto i = gos.begin(); i != gos.end(); i++)
{
GameObject* go = botAI->GetGameObject(*i);
if (go && quest && go->hasQuest(quest))
{
guid = go->GetGUID().GetRawValue();
break;
}
if (go && text == "*" && bot->GetDistance(go) <= INTERACTION_DISTANCE)
hasAccept |= QuestAction::ProcessQuests(go);
}
}
else
{
WorldPacket& p = event.getPacket();
p.rpos(0);
p >> guid >> quest;
}
if (!quest || !guid)
return false;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
if (!qInfo)
return false;
hasAccept |= AcceptQuest(qInfo, ObjectGuid(guid));
if (hasAccept)
{
std::stringstream ss;
ss << "AcceptQuestAction [" << qInfo->GetTitle() << "] - [" << std::to_string(qInfo->GetQuestId()) << "]";
LOG_DEBUG("playerbots", "{}", ss.str().c_str());
// botAI->TellMaster(ss.str());
}
return hasAccept;
}
bool AcceptQuestShareAction::Execute(Event event)
{
Player* master = GetMaster();
Player* bot = botAI->GetBot();
WorldPacket& p = event.getPacket();
p.rpos(0);
uint32 quest;
p >> quest;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
if (!qInfo || !bot->GetDivider())
return false;
quest = qInfo->GetQuestId();
if (bot->HasQuest(quest))
{
bot->SetDivider(ObjectGuid::Empty);
botAI->TellError("I have this quest");
return false;
}
if (!bot->CanTakeQuest(qInfo, false))
{
// can't take quest
bot->SetDivider(ObjectGuid::Empty);
botAI->TellError("I can't take this quest");
return false;
}
if (!bot->GetDivider().IsEmpty())
{
// send msg to quest giving player
master->SendPushToPartyResponse(bot, QUEST_PARTY_MSG_ACCEPT_QUEST);
bot->SetDivider(ObjectGuid::Empty);
}
if (bot->CanAddQuest(qInfo, false))
{
bot->AddQuest(qInfo, master);
if (bot->CanCompleteQuest(quest))
bot->CompleteQuest(quest);
// Runsttren: did not add typeid switch from WorldSession::HandleQuestgiverAcceptQuestOpcode!
// I think it's not needed, cause typeid should be TYPEID_PLAYER - and this one is not handled
// there and there is no default case also.
if (qInfo->GetSrcSpell() > 0)
{
bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
}
botAI->TellMaster("Quest accepted");
return true;
}
return false;
}
bool ConfirmQuestAction::Execute(Event event)
{
Player* bot = botAI->GetBot();
Player* requester = event.getOwner() ? event.getOwner() : GetMaster();
WorldPacket& p = event.getPacket();
p.rpos(0);
uint32 quest;
p >> quest;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest);
if (!qInfo)
return false;
quest = qInfo->GetQuestId();
if (!bot->CanTakeQuest(qInfo, false))
{
// can't take quest
// botAI->TellError("quest_cant_take");
return false;
}
if (bot->CanAddQuest(qInfo, false))
{
bot->AddQuest(qInfo, requester);
if (bot->CanCompleteQuest(quest))
bot->CompleteQuest(quest);
if (qInfo->GetSrcSpell() > 0)
{
bot->CastSpell(bot, qInfo->GetSrcSpell(), true);
}
// botAI->TellMaster("quest_accept");
return true;
}
return false;
}